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Guide for Dummies

Yes, a simple guide to everything and anything EWS. Sticky this if you want, board maestros.
1: Your stats and stuff.
**Level** : The higher the better. You get 5 stat points per level, and your Energy and Action points are restored to full.
As an added bonus, every time you level up, your troops and heroes get more base stats.
**XP** : You need this to level. The amount of Experience you need each level is equal to 25 + (your level x12).
**Energy** : You need this. A lot of this. The highest energy per run of a mission is currently 100 per mission. The symbol is a lightning bolt. Energy is restored by 1 point every 1:59, but doesn’t currently restore during combat. You can also recover Exp by fighting in the arena.
You start with 30 energy for free, add more whenever you level.
**Action** : You need this too. You need 1 Action to attack someone in the Arena, 2 Action to attack someone at 1.5x their stats, 5 for 2x their stats, and 10 for 3x their stats. Action restores at 1 point every 1:59 too, so since you need only a fifth as much, it’s pretty important.
You start with 5 Action for free, this isn’t enough to do 3x stat combats in the arena, but at least it’s something.
**Gold** : You get gold for completing missions and performing in the arena, even if you lose. The most important uses for gold are upgrading your blacksmith to level 2, getting six Excalibournes, upgrading your Wind Temple to level 5, and buying White Tigers. After you’ve done this, you’ve won the game.
**Crystals** : You get this by paying Kongregate for Kreds, then paying those kreds to the game developer in-game. There’s not much in-game stuff worth buying for Crystals that you can’t buy for gold.
More stats:
**HP** : Every time you get hit in combat, you lose HP. If you lose all your HP, you die and lose.
**Atk** : Your damage stat, regardless of the method of attack. This applies to every attack, and every time that attack deals damage (in the case of piercing attacks), so this is a pretty awesome stat.
**Def** : A bit of a mystery stat. This seems to deduct from each incoming attack, just the same way as Atk adds to every outgoing attack, but each attack appears to have a small chance of ignoring defence completely, and you’ll never reduce damage beneath a few points.
**Stat Aptitudes** : This is the percentage of your stats that gets applied to the unit or hero. For example, Puppy Dragons have an aptitude of 10/10/10. This means that 1 point in every 10 gets added directly to their stats.
**Element** : This is “Void” for most heroes, which means no element.
Fire: Strong against Wind, Weak against Water.
Wind: Strong against Earth, Weak against Fire.
Earth: Strong against Thunder, Weak against Wind.
Thunder: Strong against Water, Weak against Earth.
Water: Strong against Fire, Weak against Thunder.
**Units** : The units you have equipped. You can have up to seven equipped, but it’s not mandatory. There’s no limit on the number of different units you can own, but any extras will need to swap with ones already in your team.
**Items** : The gear you have equipped. You can have up to six equipped. This comes in three varieties:
Food: This disappears after one use.
Equipment: This sticks around forever.
Ingredients: This doesn’t boost stats, but it’s useful for crafting.
Food, regardless of type, is very rarely cost effective.
You can’t get rid of anything except food, you can’t sell anything,
Next up: Chapter 2: Doing stuff.

2: Your game screen and stuff.
**Home** : There are four things of note on this page.
1: Your hero. Click on your hero’s portrait to change between heroes you own. You start out with two of the best heroes in the game, but you may one day decide to get more. You can see your hero’s abilities, you can see your HP/ATK/DEF scores, and you can hover over their portrait without clicking to see their basic stats.
2: Your units. Click on a picture or a blank spot to change it for another unit you own, hover over it, again, to show its full stats. Stats in brackets are its base stats, stats outside the brackets are its modified stats.
If the stats are green, they’re being artificially boosted by an item with a +X ability.
3: Your items. Again, click on a picture or blank spot to equip one. As well as boosting your HP, Atk and Def, some items have neat abilities you’ll want to get in on, they’re divided in magnitude between: (S), (M), and (L). As far as I can tell or care, the boost is about the same for two different items with the same magnitude, but if not I’m sure more in-depth guides will work out any differences.
Flavour Text: Ignore this, it does nothing.
Exp+: This boosts your experience, and is as such vital. The bigger the better for this one.
Gold+: This boosts the amount of cash you get. Early in the game, you’ll have a lot of trouble earning money. Late in the game, you’ll have millions of gold and nothing to spend it on.
Item+: This boosts the chance of getting item rewards out of a level. Since you’ll need a whole mess of items later on, you may or may not appreciate this.
Mana+: This is a god-tier ability. Six Mana+(S) items will start you out with just under 4 Orange Mana Bars, and just under 5 Blue Mana Bars.
Element+: This boosts all your units with the element by a percentage, and it stacks with other Element+ bonuses. This is great if you’ve got the gear, since six Fire+(M) items will make Puppy Dragons 500 Atk nightmares where normally they’d normally be a modest 130 Atk.
Unit+: This is like Element+, but it applies to all your units at once, highly powerful.
**Quest** : This is your PvE option. Quests take a lot of energy, give a lot of gold, and give okay amounts of Exp. You need to beat each mission in a chapter to unlock the one after it. By beating the sixth mission (a harder “boss” mission) in a chapter, you’ll unlock the next chapter. There are currently four chapters.
Energy Cost (Blue Lightning Bolt Thing): This is how much energy it takes to do the mission.
Reward: The white item has ~60% chance to get each time you win the mission. The red item has a ~4% chance to get each time you win the mission.
Exp and Gold are self explanatory – if you **fail** the mission, you’ll get around half of these as a consolation prize, but you’ll get nothing if you surrender.
As an additional bonus, every time you beat a boss for the first time, you’ll get an achievement and a chunky cash prize out of it, along with unique items.
Stars/Mastery: Each mission has a mastery statistic in the top right corner. This is an indicator of how many times you’ve completed the mission.
It takes five wins to get 1 star.
It takes ten more wins to get 2 stars.
It takes about fifteen more wins to get to 3 stars.
So fully mastering a mission will take thirty victories.
Mastery increases how much Exp and Gold the mission gives, and how likely it is to get an item each time you win. A fully mastered mission will give more gold and exp per completion than a non-mastered mission two levels greater, so it’s worth mastering missions when convenient.
When you enter a mission, you’ll be able to check out the target’s stats, abilities and creature stats before confirming. Take the opportunity to check if they have any dangerous items or creatures before you begin the mission, it’s better to win mission 1:1 ten times than it is to lose mission 1:6 once.
Notable missions:
1:4: This mission gives 9 Exp per energy when mastered, which is the most efficient way of getting energy possible. As such, pretty awesome, if you can stand the boredom.
1:4/2:3/4:1: These missions have Oni the Brute as their commander. This is important because Oni the Brute is a pansy, and can be beaten easily, and quickly, with a fast Water unit, like Valkyries, within 30-45 seconds of starting the mission if you have enough Mana+ items. This makes Oni levels one of the best things to do if you need cash.
2:1: This mission has Silver Swords as the item reward. You’ll need 10 Silver Swords for an Excalibourne, 60 for a True Dragon King Sword, and these cost 300 each in the Blacksmith, so you’ll be playing this one a lot.
4:5: This is the easiest/highest rewarding mission in the game right now, giving 335 Exp and 4800 Gold when mastered. You should, by the time you have White Tigers and six Excalibournes, be able to beat it in 15-20 seconds, giving 436 modified Exp. Doing this ten times in a row (350 energy), should be enough to level you up until you reach level 86 or so, and that’ll only take you two and a half minutes per level, less if you use double speed.
**Arena** : This is your second PvE option. You’ll be able to face off against any other player in the game here, and the computer (which is a moron), will play their character against you.
Search: Search for a name or level range. If you search for level, you’ll actually search for up to five levels **above** that level, so bear that in mind.
If you search for a name, remember it’s casE sEnsEtivE.
Power up: This makes your enemy tougher, and costs you more action points. Arena battles give you more Exp/Gold based on your enemy’s stats, so boosting them gives more per combat.
Doing some tests of my own, it’s actually more Action Point efficient to fight an enemy on x1 stats that you can beat in 15 seconds than it is to beat an enemy on x3 stats you can beat in two minutes:
Example guy:
x1 gives: 326 Exp.
x1.5 gives 608 Exp.
x2 gives 886 Exp.
x3 gives 1456 Exp.
Or, more clearly: x1 gives 1:326 Exp, x3 gives 1:145.6 Exp and is harder. If you like the challenge, go for it, but if you’re just in it to level up faster, beat it in mind.
The only exception to the x1 versus x3 rule is if you win x3 in the same amount of time as the x1, and have enough action points to fight them repeatedly. This will level you up faster and restore any action points you lost.
Reward: As far as I can tell, the reward from arena depends exclusively on your level versus your enemy’s stats – not the units they have, just their stats. So, if you can find an enemy who has great stats but no units, knock yourself out! It’s safer, and quicker, than playing fair.
Arena is great for exp, but if you need gold, stick to missions, you’ll get way more money out of them.
Always remember the golden rule of the arena: The AI is retarded. Bragging to someone that you beat their character in the arena on x3 stats is like bragging you beat up someone’s autistic kid brother, don’t do it.
More Arena data, thanks to pioneering work by gust4v3:
no units x3: 14 Exp. 32 Gold.
1 unit, x3: 865 XP, 714 gold.
2 units, x3: 1740 XP, 1350 Gold.
3 units, x3 stats: 1740, 1367 Gold.
4 units, x3: 3463 XP, 2679 Gold.
5 Units, x3: 3461 Exp, 2691 Gold.
6 units, x3: 4332 XP, 3337 Gold.
7 units, x3: 46 seconds, 5202 Exp, 4031 Gold.
So…. 0 = Absolute minimum Exp/Gold.
If we do it compared to 1 unit, x3 stats as the baseline….
2/3 = x2 multiplier.
4/5 = x4 multiplier.
6 = x5 Multiplier.
And 7 = x6 multiplier.
2 Units, Normal Power: 21 seconds, 557/462.
2 Units, x1.5, 24 seconds. 856, 657.
2 Units, x2, 32 seconds, 1144, 902.
2 units, x3: 1740 XP, 1350 Gold.
So for the best XP/Gold, find someone with: High Stats and Seven units.
A few more arena tips:
If you see a target with a neat set up you can take advantage of, don’t refresh your listing. They might have changed their line-up or levelled out of being a good target.
Watch out for Excalibournes, Faatality Drinks or Staves of the Holy Empire. These Mana+ items make for a longer, fussier game and don’t boost rewards enough to make it worth the effort.
It’s better to beat someone ten times for 79 exp in 15 seconds each than it is to beat someone once for 790 exp in three minutes.
If you want to set yourself up to be a good arena target for other people, then try adding six high-stat swords without any Mana+ on them, using an earth elemental hero, and having all your unit slots filled with 5-7 cost creatures. If you want to be a pain in the neck, just use your regular mana+ gear.
**Profile** : Here’s where you boost your stats, check your achievements, and check out your battle log. Most of this has been explained in Part 1, and achievements are self-explanatory, but the Battle Log will show the last ten people to attack you, and their inane auto-generated commentary if they left one. You can safely ignore this if you like.
Next chapter: The village…. and stuff.

3: Your village and stuff.
The village is where most of your non-combat stuff happens. You can unlock units, buy heroes, grab equipment, and generally beef yourself up.
The village can be divided generally into five sections:
**Temples** : These are where you buy units. One per element. Generally speaking, the higher the level, the better the units you’ll be able to buy.
Each temple can be levelled up to 5. This costs an increasing amount of gold each time.
You can see what units you’ll get before you buy a level, so don’t be all surprised if you buy level 5 Fire Temple and see there aren’t any new units to get, the game did warn you.
Not all units can be bought for gold. There aren’t many units which are worth using that cost crystals, but you can get them if you want.
Some notable non-crystal units to watch out for:
_Fire_:
Puppy Dragons: These guys cost 500 gold, and are one of the best units anywhere. They waddle slowly towards your enemy, and whenever they get close enough to an enemy, they’ll loose a fireball which will travel across the entire map until it hits something. If you have enough Puppy Dragons, you can create a wall of fireballs which will stop your enemy’s units from ever getting close enough to hurt you, and this will let you win maps which you had no business winning.
Fire Succubi: These gals are the best anti-White Tiger units in the game. With a juggle effect, decent range and good damage, they’ll be a staple in any army, and the best magical girl to use in most situations.
_Wind_:
Centaur Lancers: They might seem like a downgrade from Elven Rangers, but these bad boys get one major advantage: Their attacks do not stop when they hit something. They’re the only ranged unit with this advantage, and they pack a decent punch to boot.
Warg Riders: The poor man’s version of White Tigers. These lovely ladies are as fast as Hobbits, and hit like a train, but you really want to be going for gold and get White Tigers as quickly as possible.
White Tigers: Level 5 wind temple, it’s not optional. Once you get White Tigers, you will realise that everything you thought was good, sucked. These guys are amazing, and with one summon and a rage at the beginning of the match, you’ll be collecting your exp ten seconds later. White tigers’ attack constantly moves them behind their target and back again, dodging more attacks than any other melee unit type, there’s really no unit that compares.
_Earth_:
Hobbits: Yeah, they’re free. No, don’t underestimate them. Hobbits + Rage can beat the final boss of chapter 4 easier than almost any other tactic in the game, and hobbits are perfect for sending in as sacrificial pawns in front of more valuable units, such as succubi or gorillas.
Gorillas: The only other worthwhile Earth unit right now, at first glance they might seem to be average, but gorillas are the only ranged unit that isn’t either wind or fire. This means they are the only ranged unit that can handle Witches, Succubi, Mystics, Totems and all those other nasty spellcasters before those spellcasters can come into range. Spam hobbits in front of them and they’ll take out succubi spamming enemies easier than any other unit in the game.
Earth Dragons: Apparently these guys were boosted in an earlier update. Now they’re rocking a huge health bar, and they have a whopping 100% aptitude for Atk and even more health and defence than Fire Dragons. Nice for any hero that doesn’t have whirlwind or white tigers, though they’re a bit slow for farming with.
Elite Hobbits: These guys actually do pretty much the same damage as hobbits, so they’re not **that** great, but there’s still 30 of ’em, so woo?
_Thunder_:
Goblins: Lightning hobbits. Goblins are boosted by Zeus’ staves, which is a bit better than hobbits, but they often provoke the AI into using better units, so use sparingly. urisk tells me they move even faster than hobbits do, so that makes them even better at being a meatshield than hobbits.
Witches: These broom-riding babes move faster than any other mage, and with their AOE stun attack, they’re great for dealing with large numbers of units at once, though you’ll still want to get some melee units to tank for them in the beginning.
_Water_:
Shark men: The first tank you’ll probably need, Shark men will allow you to beat 1:6, nothing more, nothing less.
Totem: They’re slow, but Totems are great against fire units, heal themselves naturally, they’re one of the cheapest magic users, and they move slower than a sloth on valium. These are probably the first magic user you’ll unlock to make early life easier, and you’ll doubtfully regret it, though they lose a lot of their value in later levels.
Mystic: These are like Totems on Steroids, they hit harder, and their spell has a huge range of effect. You’ll want to upgrade to these from Totems if you want a serious water mage unit later on.
Valkyries: These are one of the most important units you can get from water, if only for the advantage they give in farming missions with Oni the Brute. They’re fast moving, they hit hard, and there’s a lot of ’em. This all adds up to victories in missions before the enemy commander gets the chance to summon their own units.
Cursed Pirates: These are your end-game Water units. Their attacks pierce through multiple targets at range, and they actually hit pretty hard. Bit of a bargain overall.
**The Market** : This is where you can buy a lot of stuff that you can’t be bothered to, or simply can’t, quest for.
Important items here:
Silver Swords, Faatality Drinks (these have been nerfed lately, but they still give a universal boost for all your elemental units, good for “arena defence” for those that care about such things), Dragon Sabres, Staves of the Holy Empire (Excalibournes without the Exp+ bonus), and Zeus Staves (the highest Atk bonus item you don’t have to make, find or pay crystals for).
**The Castle Throne** :
This is, for most of the game, a complete waste of money. Come back when you have more money than you know what to do with, before then, Popo and Viegraff are plenty. Now that there are some awesome heroes to choose from, it might be worth saving up the crystals you get from achievements to buy Khobbit or Frei, who are actually better than Popo for a change. Gotta get up to level 7 throne before you can do that though, and that’s hundreds of thousands of gold in your future.
**The Blacksmith** :
This is where you’ll make your excalibournes. Items created here either have a gold + materials cost (click on the button with the amount in gold), **or** they have a crystal cost only with no materials used (click on the button with the amount in Crystals). Not every item can be created for gold right now, since the ingredients haven’t been implemented in-game.
The strongest sword currently creatable without crystals is the True Dragon King Sword. This weapon gives 350 attack and has Fire(M), so it’s pretty awesome. Apart from that, it’s all about the Excalibournes.
**The Monster Lab** :
This is where you can use your hard earned loot to make otherwise unavailable creatures. Your best bet is to ignore everything before level 3, since it’s overall cheaper to get the lower level units from their respective temples.
Note that just like in the blacksmith, there is a Gold cost + Materials (which includes creatures, so you’ll need to buy, or make, them again when you use them), or a crystal cost.
Next chapter: Fighting! And stuff.

Chapter 4: Combat. And stuff.
So, you’re finally in combat. Overall, this is pretty simple stuff, so here’s the basics.
0: **The buttons at the top.**
HP: Turn this on if you want to see how much damage you’re doing to units. Off if you don’t care.
Puddle: Turn this off if you care about your game not lagging.
Play/Pause: Pauses the game, and restarts it again.
Boot: This doubles the speed of your game. You can hotkey this with X. Do so every time you start combat.
Magnifying Glass: This Zooms out. This makes it easier to see everything, and for me tends to make the game faster. Hotkey: Z.
Music Notes: Turns the music/sound on and of. The music’s pretty dramatic and neat, but the unit attack noise will drill into your brain and lay eggs in your eyesockets after awhile.
Door: Surrender. You get nothing, you lose. For losers, by definition.
1: **Your guy.**
You can move him back and forth with A and D. If you die, you lose. Whenever you use an attack ability, it’s your hero who’ll be the source of that attack, so learn to position them accordingly.
You can’t attack without using your orange bar, so don’t think you can use your guy in place of units, but you can tank pretty well to keep your units alive longer if you’re careful.
2: **Your Bars and Units.**
Your bottom bar has the pictures of both you and your opponent’s abilities and units. Hover over them for a description of what they do, or their stats.
Generally:
Ranged units have a longer range than Magic units, but only hit one unit at a time.
Magic units have a longer range than Melee units, and usually have other bonus effects.
Melee units suck.
Later in the game, melee units such as Tigers and Dragons are awesome and hard to kill (for one reason or another), and tear up ranged units like paper, but for the part of the game where you’ll need this guide, remember that stacking ranged units is **awesome**.
You’ll also see an orange bar and a blue bar, these fill up over time. When they’re filled up to one or more blocks
3: **Skills and Summoning:**
You can use abilities by pressing 1, 2, 3, 4 or 5. Different abilities cost different amounts, but whenever you use an ability, you’ll **zero** your orange bar, no matter how expensive the ability was.
Likewise, you can summon units by pressing Q, W, E, R, T, Y, and U. And again, whenever you summon anything, your blue bar is **zeroed**.
Now the important parts:
_#1: Bar transferring._
Whenever your bar is zero’d, whatever was in that bar is transferred to the other bar.
For the Orange bar, about 1/3 goes to your blue bar.
For your Blue bar, about 4/5 goes to your orange bar.
So, if you use an ability with a full orange bar, you’ll get about 2 blue blocks out of it. If you summon a unit with seven blocks of orange bar, you’ll get about 5.5 blocks out of it.
So, to summon more powerful units, remember to use your hero skills, even if you’re nowhere near your opponent and only have attack skills. To quickly be able to cast an important ability, summon something! It doesn’t matter what the unit or ability costs, you’ll get the same amount transferred.
_#2: Faster Bar Increases._
The number 1 question: How do I get my bars to increase faster?
The simple answer is: By having a fuller bar.
The more blocks in your bar, the faster it will fill up to the next block. The slowest possible increase is to fill your first Block on either bar.
So, to get the most out of your summoning and your skills, time when you use your abilities and summon units to get a fuller bar to transfer. You’ll be able to summon bigger units more reliably than if you just use your cheapest skill and cheapest summon over and over.
4: **Skills to watch out for:**
Heal: This targets all your units wherever they are, and heals them for a decent amount. In the early game, when the amount of damage is low, this is amazing.
Sword of Judgement: A really powerful spell, it hits at a surprising range, so it can deal a great amount of damage to the enemy hero, whilst killing the units spawning behind him.
Fire Volcanoz III/Thunder Storm 3: This skill has a longer range than Ranged units, so it’ll let you pick them off whilst safely behind enemy lines. Each eruption sticks around for awhile, so it’ll also interrupt the movement of any tigers attacking you long enough for your succubi to finish them off.
Tornado: This will stop fast moving annoying enemies dead in their tracks, and probably kill them, and will never miss, unlike most other attack skills. Since small annoying goblins can easily two shot kill you in the arena sometimes, this is an awesome skill.
Shield: Doubles your units’ defence for a short time. It’s as powerful as it sounds.
Rage: This doubles your units’ **attack** for a short time. Using this with tigers is the key to 15 second combats, which in turn is the key to reaching high levels easily and efficiently.
Giant Fist X: This hits a bunch of times, with each fist hitting multiple times, before finishing up with a huge mega punch at the end. At high enough levels of Atk, this can finish off enemy heroes by itself.
And that’s it. Hope it helps. And if it does, feel free to petition Rudy to include Kholai as a dark-haired pretty boy hero with Heal and Rage abilities. I’ve always wanted my own game cameo…

**Guide for Beginners**
First off, you want to buy whatever equipment you can to add some attack, and enough health and armor to keep you alive but in the damage (you can find your own balance, there isn’t that much of a buff needed). Your first goal is Chapter 1, Mission 4.
Mission 4 starts, you move constantly towards Oni. The second you can, pop off an attack to trigger hobbits. By the time you reach him, you will be in his volcanoez ability. Don’t worry, that means you’re doing it right. Keep spamming attacks and hobbits as fast as possible. You will finish Oni in approximately a minute. This will quickly level you, and give you a mastery to boot.
to be continued …

Can you elaborate some more on gold grinding? I’m on my way to white tigers, and it seems that it takes me hours to grind enough missions to complete them. What are your methods to completing a mission faster?

> *Originally posted by **[dagabox](/forums/143/topics/264557?page=1#posts-5711982):***
>
> Can you elaborate some more on gold grinding? I’m on my way to white tigers, and it seems that it takes me hours to grind enough missions to complete them. What are your methods to completing a mission faster?
Arena farming seems to be the only way to get experience fast. Find someone with faatality potions with high level and farm them. Its the most efficient action point vs gold/exp gained in the game, it can net you several thousand exp/gold for a mere 5 or 10 action points. It makes energy useless except for farming materials.

there is a typo, you say it takes approximately thirty two victories for a mastery, but its only thirty… not a big deal, just figured you might wanna know…. and yes i read the entire thing, good work, hopefully some of the beginners will read it and learn something… instead of asking the same questions over and over…

yea i have a tip for 5-5 i was stuck on it for the longest time….well first off items you might need depending on lvl the higher the lvl some of the items you won’t need. 1) need at least 3 mana S items 2)time M item and then idc Now the way i did it was Summoned first white tigers to hit the on coming wave of pegasas. Then after that was summoned i used gorrilas and hobbits (hobbits to take hits from pegasas)(gorrilas to kill pegasas) finally after that i just sent witches/gorrilas. But due note send hobbits/ninjas everyone and a while incase they send a melee unit that gets past your line of ranged units.
Wow if this is any help yw and i would like to say sorry for any spelling errors or missing links in this if u need more help pm me. =)

i finally completed 5-5! here is what i did: i used 2 waves gorillas on pegasi, did just fine, then i used angel knights (reqires lvl 200 or above) with over 600 attack, and did rage. they totally took care of the diablos like they were nothing. then i spammed witches and gorrillas and angels when needed, could have finished him with a titan. fire would be best. P.S., if u r not a lvl 200, grind lvls first.

> *Originally posted by **[xHoRnEtzx](/forums/143/topics/264557?page=1#posts-6263788):***
>
> just beat a level 80 with 7 units as a level 22. got 14 exp. Don’t see how a level 80 would have low stats (compared to me) what gives?
a nerf in a recent update stopped the arena farm… ppl were talking about this for a while now

> *Originally posted by **[xHoRnEtzx](/forums/143/topics/264557?page=1#posts-6263788):***
>
> just beat a level 80 with 7 units as a level 22. got 14 exp. Don’t see how a level 80 would have low stats (compared to me) what gives?
This is how exp is determined:
X = {[(Defender’s “Stats” (Stats = Level + Atk + Def, including item bonuses) – Attacker’s Stats)/60] x # of units equipped.}
AP cost = ~0.08X
XP reward = ~2X
-
This may have changed slightly as I know HP was added to the formula at half the effect of Attack and Defense.
Even if you had 0 stats and he had all his stats spent in Attack and Defense the max exp would be 112 on 1×.
I’m not sure what your level, items and his items were and what powerup you beat him on but n 1x with very similar items then he could have spent most stat points into HP, Energy and Action which would lessen or have no effect on the exp rate whilst you went mostly with Attack and Defense which greatly reduces the exp you receive from a weaker target in comparison to your stats, even if his stats were just slightly higher, around 60 or so, you’d receive around minimum exp, ~13.
> *Originally posted by **[Lam3zor](/forums/143/topics/264557?page=1#posts-6264106):***
> > *Originally posted by **[xHoRnEtzx](/forums/143/topics/264557?page=1#posts-6263788):***
> >
> > just beat a level 80 with 7 units as a level 22. got 14 exp. Don’t see how a level 80 would have low stats (compared to me) what gives?
>
> a nerf in a recent update stopped the arena farm… ppl were talking about this for a while now
I don’t believe there was an update, it was just that the player who made the accounts farm2500 and epicfarm, made them unfarmable because of cheaters. Before this they were the main target for exp gain because they were very easily beaten.

> *Originally posted by **[maxamus2000](/forums/143/topics/264557?page=1#posts-6213602):***
>
> i finally completed 5-5! here is what i did: i used 2 waves gorillas on pegasi, did just fine, then i used angel knights (reqires lvl 200 or above) with over 600 attack, and did rage. they totally took care of the diablos like they were nothing. then i spammed witches and gorrillas and angels when needed, could have finished him with a titan. fire would be best. P.S., if u r not a lvl 200, grind lvls first.
you do not need to be level 200 for this strategy to work.